Kolizja wiazki dodana
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@@ -13,9 +13,15 @@ Boss::Boss(int x, int y, const sf::Texture& bossTexture, const sf::Texture& bull
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}
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hp = 100;
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firerate = 2000;
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movementSpeed = 2.0f;
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}
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void Boss::setPlanszaHeight(int height, int width) {
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planszaHeight = height;
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planszaWidth = width;
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}
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void Boss::shoot() {
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if (shootClock.getElapsedTime().asMilliseconds() >= firerate) {
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Bullet leftBullet(position.x - 20, position.y, bulletTexture);
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@@ -35,7 +41,7 @@ void Boss::shoot() {
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void Boss::dropBomb() {
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if (bombClock.getElapsedTime().asMilliseconds() >= 5000) {
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Bullet Bomb(position.x, position.y, BombaTexture);
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Bomb.setSpeed(0.1f);
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Bomb.setSpeed(0.5f);
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bullets.emplace_back(std::move(Bomb)); // Można zmienić na bombę
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std::cout << "Bombka lezy" << std::endl;
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bombClock.restart();
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@@ -47,6 +53,7 @@ void Boss::shootLaser() {
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laserBeam = new Beam(position.x, position.y, beamTexture);
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beamDurationClock.restart();
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laserClock.restart();
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isStationary = true;
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}
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if (laserBeam) {
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@@ -56,12 +63,16 @@ void Boss::shootLaser() {
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if (beamDurationClock.getElapsedTime().asSeconds() >= beamDuration) {
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delete laserBeam;
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laserBeam = nullptr;
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isStationary = false;
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}
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}
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}
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void Boss::move(float deltaX, float deltaY) {
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if (deltaX == 0 && deltaY == 0) {
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std::cerr << "Boss stopped: deltaX and deltaY are both 0" << std::endl;
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}
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actorSprite.move(deltaX, deltaY);
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position.x += static_cast<int>(deltaX);
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position.y += static_cast<int>(deltaY);
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@@ -69,16 +80,21 @@ void Boss::move(float deltaX, float deltaY) {
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}
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void Boss::update() {
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if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
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setRandomDirection();
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directionClock.restart();
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}
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std::cout << "Current movementSpeed: " << movementSpeed << std::endl;
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std::cout << "Boss position: (" << position.x << ", " << position.y << "), Direction: " << static_cast<int>(direction) << std::endl;
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switch (direction) {
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case BossDirection::Up: move(0, -movementSpeed); break;
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case BossDirection::Down: move(0, movementSpeed); break;
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case BossDirection::Left: move(-movementSpeed, 0); break;
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case BossDirection::Right: move(movementSpeed, 0); break;
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if (!isStationary) {
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if (directionClock.getElapsedTime().asSeconds() >= 3.0f) {
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setRandomDirection();
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directionClock.restart();
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}
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switch (direction) {
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case BossDirection::Up: moveUp(); break;
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case BossDirection::Down: moveDown(); break;
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case BossDirection::Left: moveLeft(); break;
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case BossDirection::Right: moveRight(); break;
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}
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}
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shoot();
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@@ -125,9 +141,11 @@ void Boss::moveDown() {
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}
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void Boss::takeDamage() {
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if (--hp <= 0) {
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hp = 0;
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std::cout << "HP bossa" << hp << std::endl;
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}
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}
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@@ -136,14 +154,38 @@ bool Boss::isAlive() const {
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}
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void Boss::setRandomDirection() {
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int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
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direction = static_cast<BossDirection>(randomValue);
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BossDirection previousDirection = direction;
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do {
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int randomValue = RandomNumberGenerator::getRandomNumber(0, 3);
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direction = static_cast<BossDirection>(randomValue);
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} while (
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(direction == BossDirection::Left && position.x <= 0) ||
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(direction == BossDirection::Right && position.x >= planszaWidth) ||
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(direction == BossDirection::Up && position.y <= 0) ||
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(direction == BossDirection::Down && position.y >= planszaHeight)
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);
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if (previousDirection == direction) {
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std::cerr << "Boss kept the same direction: " << static_cast<int>(direction) << std::endl;
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}
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}
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void Boss::handleBounds() {
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if (position.x <= 0) direction = BossDirection::Right;
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if (position.x >= 300) direction = BossDirection::Left;
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if (position.y <= 0) direction = BossDirection::Down;
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if (position.y >= 300) direction = BossDirection::Up;
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if (position.x < 0) {
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position.x = 0;
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direction = BossDirection::Right;
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} else if (position.x > planszaWidth - actorSprite.getGlobalBounds().width) {
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position.x = planszaWidth - actorSprite.getGlobalBounds().width;
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direction = BossDirection::Left;
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}
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if (position.y < 0) {
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position.y = 0;
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direction = BossDirection::Down;
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} else if (position.y > planszaHeight - actorSprite.getGlobalBounds().height) {
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position.y = planszaHeight - actorSprite.getGlobalBounds().height;
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direction = BossDirection::Up;
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}
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}
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